Interactive training method and system for developing peak user performance

ABSTRACT

The present invention provides a computerized interactive training method and system for receiving a user data including physical user data, medical history data and athletic goal data for the user. The method and system further includes determining a baseline data set for the user and generating a training routine for the user based on the baseline data set and the user data, including selecting a plurality of exercises for the user directed towards the athletic goal data. The method and system further includes determining a network of related users electronically networked via a networking interface, transmitting the training routine to the user and notifying the related users of the training routine. The method and system provides for receiving training feedback data from the user, including exercise-specific information and sharing the training feedback data with fellow community users.

COPYRIGHT NOTICE

A portion of the disclosure of this patent document contains material,which is subject to copyright protection. The copyright owner has noobjection to the facsimile reproduction by anyone of the patent documentor the patent disclosure, as it appears in the Patent and TrademarkOffice patent files or records, but otherwise reserves all copyrightrights whatsoever.

FIELD OF INVENTION

The present invention relates generally to computer-aided physicaltraining systems and more specifically to integrating training systemswith social gaming and networking functionality and generating algorithmbased dynamic training routines based on medical data

BACKGROUND OF THE INVENTION

There currently exist many techniques for training users for developmentand performance of physical activities. It is well known that an athletewill begin a training routine that includes various exercises and thenfollow that routine to improve his or her physical abilities.

A user typically selects a training goal or a purpose for a workoutroutine and then tailors the training to that purpose. For example, auser may set a goal of losing weight, so the user may select physicalactivities that improve muscle mass for a higher resting metabolic rate,exercises for general cardio improvement and high intensity intervalworkouts for maximum caloric burn. In another example, a user may begintraining for a particular sport, such as to be a running back on afootball team. The training may include weightlifting to increasestrength agility training exercises to improve lateral movements, andstrengthening knees, ankles and other joints.

Common training techniques fall into one of two categories. A firstcategory is a one size fits all training routine, where athletes aregiven a general routine for a general purpose. An example may be someoneundertaking a 90-day video workout routine, where the training routineis generally same for everybody.

A second example is a user-customized routine, such as hiring a personaltrainer. The trainer may take an amalgamation of exercises and selectdifferent ones for the user to perform. The selection of thepersonalized training routine is typically based on the physicalcharacteristics and goals of the user

There is also a growing trend for integrating electronic and computingdevices into training techniques. Electronic training logs have beenavailable and widely usable for athletes, including training logsavailable through private web locations. There are also furtherrefinements of online and electronic tracking techniques and platformsbased on the growth of mobile computing, smart phone technology andvisual graphic gaming systems. For example, there are numerous smartphone applications available to the public that facilitate trainingactivities. Some applications include generating suggested workoutroutines based on user preferences and training log data entry systems.Other applications utilize internal components of smart phone, such asGPS to track movement during a workout. Similarly, there arefunctionalities available through gaming systems and visual measurementdevices, such as for example the Wii® Fit system or the Kinetic® systemfor Microsoft XBOX® gaming system.

As noted above, there are many available options for an athlete togenerate a training routine and track the performance of that routine.The existing techniques are limited in ways that can have detrimentaleffects for the athletes. For example, in the area of youth sports,there is an alarming trend in the growth of serious sports injuries. Thestandard training techniques used for many years have contributed tothese injuries because there is a lack of examination of these exerciseroutines from an injury perspective. Current training techniques fail toaccount for medical science information, biomechanical analysis, sportspecific injury rates and baseline information for the individualathlete.

Similarly, while there is a growth in social gaming and networking,there is also a failure for combining training with the automatedfunctionality of the social gaming and networking platforms. Forexample, athletes typically train as part of a team and it is reasonablefor competitions to occur between teammates. None of the strength andconditioning programs incorporate social gaming and networking platformsproviding for integration of training tracking information and socialinteraction/competition. Similarly, none of the strength andconditioning programs incorporate social networking platforms to providefor further enhancement or usage of the tracked data and competitiondata, including sponsorship or game-based competitions for promotinguser-specific training.

As such, there exists a need for a system and method, including acomputing platform that provides for the generation of user-specifictraining routines, that are modified as the user progresses the trainingprogram, as well integrating the training and achievements of traininginto an interactive social gaming and networking platform for improvingathlete training and team camaraderie, as well as resulting in lowerinjury rates and better health and performance.

SUMMARY OF THE INVENTION

The present invention provides a computerized interactive trainingmethod and system including processing operations for receiving aplurality of user data for a user, the user data including physical userdata, medical history data and athletic goal data for the user. Themethod and system further includes determining a baseline data set forthe user based on the user data and generating a training routine forthe user based on the baseline data set and the user data, includingselecting, from a data set of exercises, a plurality of exercises forthe user, the exercises directed towards the athletic goal data. Themethod and system further includes processing steps of determining anetwork of related users electronically networked via a networkinginterface, where the relations are based the athletic goal andtransmitting the training routine to the user and notifying the relatedusers via the networking interface. Thereupon, the method and systemprovides for receiving training feedback data from the user, includingexercise-specific information and sharing the training feedback datawith fellow community users across the networking interface.

BRIEF DESCRIPTION OF THE DRAWINGS

The invention is illustrated in the figures of the accompanying drawingswhich are meant to be exemplary and not limiting, in which likereferences are intended to refer to like or corresponding parts, and inwhich:

FIG. 1 illustrates a block diagram of one embodiment of a computerizedinteractive training system and computing platform;

FIG. 2 illustrates a block diagram of one embodiment of the computingplatform providing for the interactive training system and method;

FIG. 3 illustrates a flowchart of the steps of one embodiment of amethod for computerized interactive training;

FIG. 4 illustrates a block diagram of one embodiment of the user datacollection and interaction techniques for the computerized interactivetraining platform;

FIG. 5 illustrates one embodiment of the back-end data processing andplatform for computerized interactive training; and

FIG. 6 illustrates a generalized flowchart of the interactive trainingplatform.

DETAILED DESCRIPTION

In the following description, reference is made to the accompanyingdrawings that form a part hereof, and in which is shown by way ofillustration specific embodiments in which the invention may beimplemented. It is to be understood that other embodiments may beutilized and design changes may be made without departing from the scopeof the present invention.

Many sports related injuries can be avoided and prevented if athletes,including student athletes, participate in sports specific and ageappropriate strength and conditioning exercises and appropriate times,e.g. before, during and after a particular sports season. Therefore, thecomputing platform and corresponding system and method is a socialconditioning platform that encourages greater utilization of thetraining platform based on the psychology of team working and socialnetworking computing functionalities.

FIG. 1 illustrates a block diagram of one embodiment of a system 100 forthe computerized interactive training. This system includes a user 102,a computing device 104 and a network connection 106 (typically theInternet). The system 100 further includes a computing platform 108,medical data database 110, user data database 112, exercise datadatabase 114 and a social network data database 116.

The user 102 may be any suitable user, such as an athlete, a studentathlete, an individual seeking to train for one or more events and moregenerally, any person seeking to establish a training or workoutroutine. The embodiments described herein refer to a student athlete,but it is recognized that the method and system is equally applicable toany type of user.

The computing device 104 may be any suitable device including but notlimited to a laptop or desktop computer, tablet computer, a smart phone,a gaming system or console, or any other suitable device operative forinteracting with the user 102 and communicating across the network 106.The platform 108 may be one or more processing devices operative toperform processing operations, as described in further detail below. Theplatform may be a stand-alone processing component, or may be in adistributed computing environment, as recognized by one skilled in theart.

That databases 110, 112, 114 and 116 may be one or more data storagedevices operative to store corresponding data therein. The databases maybe local and/or distributed storage devices, as well as may beintegrated within a larger data storage system. The illustration of 4separate storage devices 110, 112, 114 and 116 does not expressly limitor require 4 distinct data storage units, but are illustrated separatelyfor clarity purposes only.

The databases are characterized by the data stored therein. The medicaldata in the medical data database 110 includes, but is not limited to,sports related injury information and other data usable and/orassociated with the physical activity. For example, the medical data mayinclude statistics for indicating at risk individuals based on medicaldata and research or other data on recommended activities to mitigaterisks. In another example, the medical data may include researchindicating a correlation between a particular athlete, a trainingtechnique/regiment and a likelihood of sports injury. In general terms,the medical data may be any data that relates to medical informationand/or sports injury information.

The user data in the database 112 may be any data relating to the user102. This data may include, but is not limited to, backgroundinformation on the user, family history data, personal medicalinformation, demographic information, sports training and goalsinformation, physical ability data (including baseline data as describedin further detail below), ongoing training and progression activity andany other suitable type of data.

The exercise data in the database 114 includes data relating toexercises, including different types of exercises, modified versions ofexercises, and data associated with each exercise, such as for examplethe targeted muscles, the stress points for affected muscles and joints,warning information for various exercises, recommended weight/volumeinformation for an exercise, recommended related or complimentaryexercises, instructional information including description data and/orvideo data illustrating proper form, or any other suitable type of data.

The social network data in the database 116 may be any suitable datarelating to a social network within the platform, as well as game andgame mechanic data. The social network data may include, but is notlimited to, social connection data including which teams or groups theuser is associated with, which teams or group the user's team is incompetition with, third party information such as commercialassociations and/or endorsements, social goal and/or benchmarkinformation such as dates of important milestones or competitions (e.g.two teams playing each other), and any other suitable informationrelating to the social aspect of the platform. The game and gamemechanics data may include, but is not limited to, rules and feedbackdata processing for enhancing gameplay and user interactivityoperations. The game and game mechanics data include processingalgorithms and performance guidelines for application to and combinationwith non-game context, as described in further detail below.

For sake of brevity, various embodiments of the operations of theplatform 108 will be described with reference to the figures below. FIG.2 illustrates a block diagram of one embodiment of the computingenvironment of the computing platform 108 for generating peakperformance for the user. The platform, from a generalized description,includes a processing device 120, a computer readable medium 122 havingexecutable instructions therein and a database 124.

The processing device 120 may be one or more local and/or distributedcomputing processing devices operative to electronically performprocessing operations. The computer readable medium 122 storesexecutable instructions whereupon the processing device 120 is operativeto perform the processing operations in response to the executableinstructions. Moreover, the processing device 120 is operative toperform the processing operations on the data from the database 124,wherein the data may include data such as medical data, user data,exercise data and social network data as described above.

FIG. 3 illustrates a flowchart of the steps of one embodiment of acomputerized interactive training method. With reference to FIG. 1, theoperations of this embodiment may be performed by the platform 108,including interaction with the user 102 via the network connection 106,with communication and processing of data from databases 110, 112, 114and 116.

A first step, step 140, is receiving a plurality of user data for theuser, the data including physical user data, medical history data andathletic goal data. This step may be performed based on the user 102entering information into the computing device 104, such as filling outone or more electronic forms. Additionally, the data may be acquiredfrom external sources, such as accessing other databases of information,for example accessing electronic medical records, such as informationfrom the user's last physical examination by a medical doctor and familyhistory information. The data may also be acquired from other sources,such as information entered by coach, trainer or group supervisor, wherethat information may include the athletic goal data such as benchmarksfor a particular sporting season, e.g. pre-season, important games,post-season, etc. It is noted, the above examples of data areillustrative in nature only and are not meant to be expressly limiting.

In the method for interactive training, a next step is determiningbaseline data set for the user based on the user data, step 142. Thisbaseline data set may include the user performing a set of baselineexercises to determine the user's baseline statistics. By way ofexample, these may include: timing the running of a defined distance;performance of a number of calisthenics; determining physical characterssuch as a resting heart rate, blood pressure, weight, BMI, etc.

The determining of the baseline data in step 142 may be performed, inone embodiment, by the platform 108 extracting this information from thedata received in step 140, as well as accessing the information from anyof the applicable databases 110, 112, 114 and/or 116. In anotherembodiment, the baseline data may be acquired by the entering of thisdata into the platform 108 by the user 102 or another user, e.g. coach,trainer, etc.

With reference to the method of FIG. 3, a next step is the generating atraining routine for the user based on the baseline data set and theuser data, including selecting a plurality of exercises for the userbased on the athletic goal data, step 144. This step may be performed bythe processing device 120 of the platform 108, as noted in FIGS. 1 and2.

Unlike prior art systems, the generation of the training routine of theplatform 108 takes into account the user data that includes medicalhistory data and the athletic goal data and generation of modifiedtraining routines based on an individual's interaction with theplatform, and based on analytics showing the success or lack of successof various social gaming and networking dynamics. Prior techniques failto account for the medical history data, including injury-proneexercises and activities relative to the user performing the exerciseand the athletic goals of the user. Every year, it is estimated that tento twenty percent of the thirty million children and teens whoparticipate in organized sports are injured and one in four of thoseinjuries is considered serious. Many of those injuries, including theserious injuries, can be avoided and/or mitigated based on taking intoaccount the medical history and medical information in generating thetraining plan, as performed by the platform 108.

The medical data provides information regarding the most common injuriesby age, sex and associated sport or activity. The medical dataadditionally includes which strength and conditioning exercises address,and can help mitigate, these potential injuries. Medical information, aswell as gaming mechanics, described in further detail below, alsoprovide for incentivizing and rewards as part of a feedback loop, forexample medical data relating to activities can include physical andconditioning improvement markers or graduated exercises for increasingstrength/conditioning integrated into a competition or reward systemwith other users, e.g. teammates or competitors.

The generated training plan is thus age and sport specific for the user,helping to minimize injuries. The generating of the training planincludes determining which exercises or types of exercises areappropriate based on accessing the exercise data database 114. Theexercise data may include information usable for the processingoperations to filter and select the appropriate exercises to generatethe routine. Processing algorithms within the platform can assemble theexercises into a training routine, including exercises and activitiesfor different days over any number of time intervals. As described infurther detail below, the platform is also operative to update andmodify the training routine on an on-going basis based on feedback ofuser data.

With reference back to FIG. 3, another step of the method is thedetermination of a network of related users, based on the athletic goal,the users being electronically networked via a networking interface,step 146. As noted in FIG. 1, the platform 108 accesses social networkdata from the database 116. The social network interface may be anysuitable type of interface as recognized by one skilled in the art forallowing the association of various users into defined groups or teams.The interface further allows for noting rivalries or competitions withother groups, as well as the display of individual user and groupinformation on the interface. Therefore, the interface may include auser's account with user information and an avatar, such as a well-knownathlete, sports figure, logo, or other image. The interface may displaythe user's statistics, team affiliation, fellow team members,competitors, rival teams or any other social information relating to thesporting activities. As described in further detail below, the socialinterface may additionally include further functionality allowing forthird party interaction, such as sponsorship, or the inclusion of gamesor other competition dynamics between teammates and rivals.

In this embodiment of the method for interactive training, a next stepis transmitting the training routine to the user and notifying therelated users of the training routine via the networked interface, step148. Transmission of the training plan may include posting the plan tothe social network interface or could involve actual electronic deliveryto the user or a coach, trainer, parent or other individual. By way ofexample, the user may opt to receive a daily text message or emailmessage that includes the days training plans. In another example, theuser and the coach may receive a daily or weekly spreadsheet or list ofexercises for the day or week. Additionally, this training informationis made available for viewing by connected members on the socialinterface, such as being visible by a teammate. It is also recognizedthat the display of training data may also be blocked to certain users,such as preventing a competitor from knowing the user's particulartraining regiment. Notifying the related users may include, but notlimited to, the display of the information on the social network orproviding actual notification via an electronic communication.

Step 150 of the method is receiving training feedback data from theuser, including exercise specific information. In this step, relative toFIG. 1, the user 102 enters training information into the computingdevice 104, or by other means as described in further detail below inFIG. 4. The information is then provided to the platform 108, whereuponit is processed by the processing device 120 of FIG. 2 and stored in theuser data database 112. The receipt of training data from the user mayalso be via a coach, assistant coach, trainer, parent or other personsupervising or assisting with the athletic development.

The training data may include generalized confirmation of theperformance of a particular exercise or work-out, or may be furtherexplicit information including exercise data points. For example, theuser may log the completion of a 2 mile run, or may log the run as beingcompleted in a time of 12:32 with a first mile at 6:02 and a second mileat 6:30, as well as a rating scale of exertion level indicating the runas a 4 on a scale of 1 to 10. The user may log the equipment used todetermine when it is time to service or replace equipment, e.g. runningshoes, bike tires, etc. In another example, the exercise data mayinclude weight lifting sets and routine information including poundslifted, number of reps and number of sets. The training data may alsoinclude heart rate information or other medically related data, asavailable.

In the method of FIG. 3, step 152 provides for the sharing the trainingfeedback data with the fellow community of users across the networkinginterface. Thus, in this step, the training feedback data is thenprovided for display to the socially connected users, including fellowteammates for example. The display of information may be the fulltraining data, or for brevity may be truncated or generalized data, suchposting the user completed a workout, posting the generalities of theworkout and omitting the fine-level details. Regardless of the volume ofdata displayed, general feedback and training information is thus madeavailable to other users in the training community, including allowingother users to comment or inspire each other by leaving messages on theplatform.

In the embodiment of FIG. 3, the processing system of FIG. 1 providesthe interactive training method via a computing platform. The userreceives a personalized workout routine based on baseline data andaccounting for medical data. The tracking of the performance of theactivities are viewable via the platform and fellow users, e.g.teammates, can then monitor and track each other's training activities.

FIG. 4 illustrates a graphical representation of alternative embodimentsproviding for the collection and/or sharing of training feedback data.The user 102 has access to any number of training accessories, includinga watch 160, pedometer 162, heart rate monitor 164, global positioningsystem (GPS) device 166, camera 168 and a mobile communication device170. It is recognized that many accessories can include multiplecomponents, such as a wristwatch including a GPS and a heart ratemonitor, as well as a wireless communication transmitter forcommunicating with a computing base station.

In the example of a camera 168, this may be embedded in the mobiledevice 170, such as a smart phone or the camera 168 may be connected tocomputing base station. For example, the user may have a laptop computerwith a webcam connected thereto, such that the camera may track theuser's training activities. Another example may be an interactive videogaming system that includes a camera or other type of motionsensor/detector device. The camera can track user activities, as well asnote form for the performance of the exercise(s).

In one embodiment, as noted above, the exercise data may includegraphical representations of the performance of activities, such as avideo or graphical animation of a user performing the exercise. Thecamera may record the user's performance of the exercise and thenprovide a visual overlay or other type of comparison with the visualdata in the exercise data.

As illustrated in FIG. 4, the exercise feedback data collected by thedevices 160-170 is therein provided to the At Peak platform 108. Thisdata may be in communication consistent with communication techniquesdescribed above, including data entry or data download and transmissionacross the networked connection. It is also noted, the elements listedin FIG. 4 are representative examples and not limiting in nature, it isunderstood that any other suitable data measurement device may beutilized and available for collecting training data, including forexample treadmill or stationary bike computers, swim lap countingdevices, bicycle odometers and/or power meters, etc.

FIG. 5 illustrates a graphical representation of the varying operationalcomponents providing computational functionality to the At Peak Platform108. The platform 108 includes embedded dynamic learning algorithms forproviding operations as described above. Moreover, the platforminteracts with various components, including data storage and processingengines. FIG. 5 illustrates the game/incentive mechanics engine 182, thesocial network polling engine 144, the asset management and medialibrary 186, the conditioning regimens 188, profiles and recordsdatabase 190 and a transactional engine 192.

The game and incentive mechanics engine is operative to provide gamingor incentive based functionality to the platform. For example, oneembodiment includes third party sponsorship or contest information forthe users. The engine 182 may provide incentives to the users by havinga promotion or other type of activity integrating a third party toprovide a price or reward. Virtual rewards are one example of a type ofreward, e.g. free ability to customize the social interface, applicationsuch as using a workout avatar of a team logo. In another example, aphysical reward can include a prize from a sports equipment vendor to ateam that has the highest percentage of completed workouts, or whichlogs the most running miles, or any other type of training metric. Thecontest and interactivity is also not restricted to a third partyenvironment, but rather the engine 182 can readily provide competitionsor incentives for points or bragging rights to the different usersand/or teams on the platform.

In addition to incentive features, the engine 182 is also operative toperform operations and algorithmic processing for training feedback andprogram modifications. The engine 182 may include rules and feedbackloop processing operations to monitor training and/or gameplayactivities and modify the game mechanics appropriately. For example, oneaspect to monitor how quickly users or teams advance to goals, possiblyincreasing or decreasing the goals and rewards to better trackdevelopment. For example, if the training goal can be unsafe to attain,meaning that users will have to risk injury to acquire a goal, theengine can determine the safety of achieving that goal, e.g. the averagemiles run per week would be at an unsafe level, and then modify the goalto an appropriate level. Similarly, the engine 182 monitors the gameplay and utilizes neuro-scientific principles, quantified as definedrules for governing the engine algorithms, to provide consistentchallenges, incentives, reward attainments and the rush and/orexcitement to maintain the excitement and enjoyment in trainingactivities.

The social network polling engine 184 may provide varying degrees offeedback and interfacing functionality. For example, polls may beconducted relative to the exercise, relative to a competition, relativeto a third party, or any other type of exercise or sports related poll.The engine 184 is operative to provide the corresponding functionalityfor interfacing with the platform and make the polls available, as wellas functionality for using or processing the poll result information.

The asset management and media library 186 provides management of data,including managing ownership of medical data in the event of anyregulations relating thereto. Similarly, the library 186 provides forthe management of media files, such as the exercise data and images ofsports heroes or athletes. As noted above, it may be preferable for auser to select a revered sports hero or athlete for an avatar for theiraccount. This library provides for managing the images as appropriate.Similarly, access to media may be made available based on incentiveprograms, e.g. if you complete X number of workouts, you get access to alarger library of media files, so this restricted access can be managedby the library 186.

The conditioning/regimens engine 188 provides data for the exerciseprograms. Based on athletic goals, the user (athlete) undertaking thetraining plan with the various exercises directed towards the athleticgoal, accounting for medical and injury-related information. It is alsonoted that the conditioning and regimens are not static in nature, butare modified as the user progresses the training program. Therefore theengine 188 allows for the modification of the training program, asneeded.

The profile and records database 190 stores the user data asappropriate. This database 190 may include not only the original profiledata, the baseline data, but also the feedback data as the userprogresses through the training regiment. Additionally, the database 190may store interaction data from the social networking platform,including user affiliations, postings and communications across theplatform, and other suitable information.

The transaction engine 192 includes any number of executableinstructions for the performance of transactions by the platform 108.The herein described functionality is readily performed based onexecutable instructions such that modification of the functionality ofthe platform is updated.

FIG. 6 illustrates a generalized behavior modification flow chart of theoperation of one or more embodiments of the peak platform describedherein. A first step, step 200, is defining desired behavior. This mayinclude registering each user, including entering the user's school,age, date of birth, sex, sport and/or team, height, weight, restingheart rate, body fat percentage, sports calendar, or other information.It is recognized that further levels of security and compliance may berequired based on regulations, such as parental approval underChildren's Online Privacy Protection Act (COPPA) or other guidelines.The user may also wish to select an avatar to represent his or heronline account.

The first step 200 further includes the establishment of a baselineworkout, including performing a series of exercises and entering heartrate information as an input. From this, the system can generate apersonalized exercise routine that takes into account medical andsport-injury information.

As part of the desired behavior of step 200, the user may also receivepersonalized strength and conditioning workouts, including viewing videoand medical animations of each exercise. The user can reviewdescriptions for what each exercise does and what injury it helps toavoid. The user can also use a camera or other device for motioncapture, usable for a side-by-side or other type of video overlay withthe original video or animation for perfecting the user's form.Additionally, the user can review personalized workout regimensincluding the number of times per week for training, number of reps perexercise, amount of time needed, goal/milestones and potential rewardsfor the user. In one embodiment, the platform may synchronize orotherwise distribute and provide the training information forintegration with the user's calendar, including populating the calendarwith the training information.

A next step, step 202, is to record, monitor behavior. This stepincludes providing training information to the user and/or a coach ortrainer. For example, the user might get a text or voicemail indicatingit is time to begin the workout. The user can then record the time ofday, number of reps, start/stop time for each exercise and overall time.After completion the user submits this information, and any otherrelevant information, to the platform. As part of the monitoring ofbehavior, the user can get immediate feedback including viewing rewardstatus and progress towards goals, as well as receiving an automatedtext or communication from a coach or trainer acknowledge the workout.Similarly, as the platform is a social platform, relating and sociallyconnected users can see the workout information, comment, and the usercan also check in on fellow teammates.

A next step, step 204, is to redefine and modify behavior. As notedabove, the platform provides for continuous feedback and adjustment ofthe training routine. Therefore it is important to monitor and modifythe workouts as necessary. The modification can be to increase ordecrease activities, as well as adjust or change milestones, goals,and/or potential rewards.

As noted in FIG. 6, step 204 progresses by either reversion back to step200, including the personalized exercise regimen or continuing to step206. In step 200, when the training program is modified for the user,the user is then provided with updated training information. Thisincludes video segments of new exercise, when available, as well as theassociated descriptions and video overlay functionality to perfect form.Additionally, the user's calendar may again be updated to integrate themodified training.

In progression to step 206, the interactive training system provides forreporting, rewarding behavior. The platform includes aggregating teamreporting information for coaches and teammates on a regular interval,e.g. weekly, monthly. Similarly, under the social networking, thecoaches and team members can comment to the team or individuals, thosecomments visible on the platform.

As part of the interactive system, one embodiment provides for rewardsand/or incentives. Users and teams can get points or badges for workingout, for positive comments to team members and for exercise knowledge.Users can achieve various levels both individually and part of team,where the leaderboards can be readily visible across the platform.Moreover, through the platform, various parties can provide sponsorshipfor programs, for example local establishments offering a pizza party tothe best team, a shoe company offering a gift certificate to the winningathlete, or any other suitable reward, the competition and rewards beingfacilitated across the social platform.

Therefore, the present method and system provides for an improvedtraining system and application. Prior training programs failed toaccount for medical related information and user personalizationaccounting for injury prone activities. Prior training programsadditionally failed to account for social platform functionality forintegrating the various users and fostering not only a better sense ofcommunity, but motivating the users through friendly and healthycompetition made visible on the social platform. The platform leveragesthe power of gamification by integrating the mechanics of gaming tochange athlete's behavior and promote better health and conditioning.Through the use of these gaming features, the platform empowers properand injury-reduced training, driving athletic and communityparticipation, building loyalty among users, teammates and third partysponsors, and incentivize athletes and teams to achieve their peakperformance.

As described above, the method and system relates to social and gamingnetworking for teams, including younger athletes such as kids,teenagers, etc. But it is recognized that the system is equallyapplicable and usable with all age levels of users, including older andyounger users. The method and system is also not restricted to aformalized team, such as a high school football team, but can be moregeneral in nature for exercise or generalized fitness. For example, theusers may include adults looking to get in shape, and the training canbe for a particular event. One such example might be individuals joininga charity road race team for running a charity race, such as a halfmarathon. The users can interact with each other via the platform, whereteams may be determined based on geography, user preference for joiningtogether, fundraising goals, or any other usable metric. Using themethod and system, the user is then provided a training program andfollowing that training program is part of the social and gaminginteraction.

In general, the method and system provides an electronic means forimproving the health and fitness of the user while reducing thepropensity or risk for injury. Fitness is improved through regular andstructured training, as well as social and game features to maintainmotivation for the users to not only continue the training program, butto excel and advance in the user's training abilities. In addition tothe social features and medical safeguards in designing the trainingroutines, the system offers the commercial aspect for reward and/orsponsorship opportunities as noted above. Thus, users of the system canattain their physical goals in a helpful, nurturing electronicenvironment having goals and rewards integrated as part of the gamingexperience.

FIGS. 1 through 6 are conceptual illustrations allowing for anexplanation of the present invention. Notably, the figures and examplesabove are not meant to limit the scope of the present invention to asingle embodiment, as other embodiments are possible by way ofinterchange of some or all of the described or illustrated elements.Moreover, where certain elements of the present invention can bepartially or fully implemented using known components, only thoseportions of such known components that are necessary for anunderstanding of the present invention are described, and detaileddescriptions of other portions of such known components are omitted soas not to obscure the invention. In the present specification, anembodiment showing a singular component should not necessarily belimited to other embodiments including a plurality of the samecomponent, and vice-versa, unless explicitly stated otherwise herein.Moreover, Applicant does not intend for any term in the specification orclaims to be ascribed an uncommon or special meaning unless explicitlyset forth as such. Further, the present invention encompasses presentand future known equivalents to the known components referred to hereinby way of illustration.

The foregoing description of the specific embodiments so fully revealsthe general nature of the invention that others can, by applyingknowledge within the skill of the relevant art(s) (including thecontents of the documents cited and incorporated by reference herein),readily modify and/or adapt for various applications such specificembodiments, without undue experimentation, without departing from thegeneral concept of the present invention. Such adaptations andmodifications are therefore intended to be within the meaning and rangeof equivalents of the disclosed embodiments, based on the teaching andguidance presented herein.

1-20. (canceled)
 21. A computerized interactive training method executedon at least one computer processing device in response to executableinstructions, the method comprising: receiving a plurality of user datafor a user, the user data including an athletic goal for the user;determining a baseline data set for the user including injury preventiondata relating to prevention of one or more injuries specific to theathletic goal; electronically generating a training routine for the userrelating to the athletic goal, including selecting, from a data set ofexercises, a plurality of exercises for the user, wherein the trainingroutine includes a plurality of exercises selected based on the injuryprevention data relating to the athletic goal; transmitting the trainingroutine to the user and notifying the related users of the trainingroutine via the networking interface; receiving training feedback datafrom the user, including exercise-specific information; andelectronically sharing via the at least one computer processing devicethe training feedback data a plurality of community users across thenetworking interface.